Contact sports game apparatus and method of playing

ABSTRACT

A new game is disclosed, involving unique apparatus and rule set. Two teams compete using fast paced back and forth style game play, on a field divided by five zones requiring different rules to abide by whilst inside the said zone. Teams score by throwing a spherical ball through a basket affixed a top goal post located on both ends of the field protected by guards. The ball is advanced down the field by running with or passing the ball forward, backward or in a lateral manner. Point values differ depending on the zone the shot was attempted in, in this instance the closer the zone the higher the point value. The team without possession of the ball can defend their goal by tackling ball carriers, intercepting/deflecting passes or playing an aggressive style defense. The team with the most points at the end of the game wins.

FIELD OF THE INVENTION

The present disclosure relates to sports and games more specifically, but not by way of limitation, more particularly to a sports games which is played on a field with five distinct zones and scoring apparatus, under a unique set of rules.

BACKGROUND

The present invention relates to various types of team sport games that are well known. The sporting games have multiple scoring apparatuses, playing equipment, playing field formation and playing procedures. There is a need for a sports game with apparatuses and method of playing that is designed to give all athletes a chance to compete against each other, that utilizes their athletic ability across other sports such as football, rugby, baseball, volleyball, basketball, lacrosse, soccer and European handball, with basic transferable skills such that all players have a fair chance to excel, combining the most exciting aspects of team sports and athletics into one functional game.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

To easily identify the discussion of any particular element or act, the most significant digit or digits in a reference number refer to the figure number in which that element is first introduced.

FIG. 1 illustrates an aspect of the subject matter in accordance with one embodiment.

FIG. 2 illustrates an aspect of the subject matter in accordance with one embodiment.

DETAILED DESCRIPTION

The details of one or more embodiments of the subject matter of this specification are set forth in the accompanying drawings and the description below. Other features, aspects, and advantages of the subject matter will become apparent from the description, the drawings, and the claims.

Like reference numbers and designations in the various drawings indicate like elements.

The sports game is an innovative new sport that is fast paced hard hitting and surprisingly technical for its intensity.

The sports game is an amalgamation of several sports, such as football, rugby, baseball, volleyball, basketball, lacrosse soccer and European handball but is not difficult to transition to from another a sport, learn the rules, and compete at a high level. The sports game is played on a scoring apparatus presented hereafter.

FIG. 1 depicts a front view 100 of a scoring apparatus of the sports game as in one embodiment. A basket 102 is shown, attached to a goal post approximately 8-10 ft. high depending on age or skill level. The basket 102 is affixed onto a backboard 104 which comprises a horizontal padded post 108 along the base of the backboard 104. Two vertical padded posts 106 join at each bottom end of the horizontal padded post 108 with a chain link fence 110 attached between the horizontal padded post 108 and the vertical padded posts 106. The horizontal padded post 108, the vertical padded posts 106 and the chain link fence 110 help provide players a cushion while they drive to spike the ball into the basket 102, reducing potential injuries.

Teams score by spiking which is the term used for dunking the ball or throwing a ball through the basket. In one embodiment of the invention 6 points are scored for a spike, and 3 points are scored for throwing the ball through the basket. The ball employed in the sports game is spherical with similar dimensions to a soccer ball and typically made from synthetic leather with laces for grip. The team with the most points at the end of the game wins.

The sports game is a full contact sport in which two teams are equipped with necessary padding and helmets compete on a playing field while following a unique set of rules. The teams must run and/or pass the ball to advance down field and score on a scoring device defended by a guard located at each end of the playing field. Players can tackle opposing players in possession of the ball whilst abiding rules of the sports game.

FIG. 2 depicts a top view 200 of a playing field of the sports game as in one embodiment. The playing field is displayed with distinct sections: the jump zone 202, the goal zone 204, the goal zone barrier 206, the play zone 208, and the hit zone 210. The distinct zones can be differentiated based on the which players may or may not hit other players. For instance, the jump zone 202 can be considered a goalie crease where hitting between all players is illegal, while the goal zone 204 allows for only the goalie to hit other players. Furthermore, the play zone 208 is a non-contact area for players without possession of the ball.

The sports game is a two team sport, featuring 6 position players on each team during play including (1) Center (2) Wingers (2) Defenders and (1) Guard protecting the goal zone 204. The 5 player format is designed to keep adequate spacing and a high octane, fast paced game with exciting finishes every play. The 5 player format decreases the possibility of high speed collisions and gives players more visibility of the field. In some embodiments, the playing field may be an indoor or outdoor turf or grass field shaped as an irregular octagon with 180′-200′×80′-90′ dimensions, including a funnel shaped goal zone 204.

The playing field is divided by 3 different zones where rules vary. The largest zone is the “Hit zone 210”, it is an 80′-90′ area in the middle of the field where the game transitions and all open field hits are permitted. The “hit zone 210” is divided into 2 territories for both teams down the middle of the field.

-   If the ball touches the ground at any time in the hit zone 210 the     game clock stops -   the team that has dropped the ball will lose possession of the ball -   a player that is tackled with knee and elbow down forfeits     possession -   hits to the head are prohibited and will be assessed a penalty     (5-10) minute major and or ejection depending on intent -   the ball carrier is the only player allowed to be hit -   blocking is permitted (above the waist only) -   once a team is in the “hit zone 210” with ball possession you cannot     go backward with the ball to your teams play-zone -   backward travel is permitted in the hit zone 210 -   backward travel is not permitted in the goal zone 204

The play zone 208 is the area of the field where teams can setup their offense and execute strategies. The “play zone 208” is 30′ length. The play zone 208 is the only zone on the field where bounce passing is permitted. There is no tackling in the play zone 208 only aggressive style defense, only when a player tries to advance forward can a defender engage in contact. Contact includes checking (chest or hands). Offensive players can set picks/screens or block defenders.

-   if a defender gains possession in the hit-zone, the offense must     retreat back to the hit zone 210 and not interfere with player -   a player in their own play zone 208 may not be hit or tackled while     possessing the ball at anytime -   offenses can set picks screens and blocks for players -   bounces passes are permitted as long as ball bounces once of the     turf -   no holding players is permitted in the play zone 208

The goal zone 204 is the area where the guard can free roam and is the only defender allowed to be within the goal zone 204 at any time. The goal zone 204 is approximately 20′-30′ in length and is referred to as the funnel because is it shaped to lead toward the net. There is a dotted barrier 2 yards before the goal zone 204 entry that is used for defenses to keep offensive players from lingering on the goal zone 204 border and allows them to stay in front at as much as possible. If an offensive player runs past this barrier, they must enter the goal zone 204 and if a goal zone 204 entry pass is not received, they must exit the goal zone 204 behind this line once again. The guard may tackle, block or intercept or swat passes down. Although bounce passes are permitted in the goal zone 204, the guard only has to touch the ball before it hits the ground to stop play. If the ball is intercepted by the guard, the guard may choose to down the ball and stop play or continue play with a play clock reset. Once a team breaches the goal zone 204, they cannot move backward with ball only forward and lateral movement/momentum is permitted. Players have up to 3 seconds without ball possession in the goal zone 204. A dotted barrier is considered part of the goal zone 204 and only defenders can be within it. Time offensives occupy the barriers will be counted within the 3 seconds rule without the ball.

Any ball drop results in possession change

-   once a player enters the goal zone 204, they must move forward or     laterally never backwards -   only a player that entered the play zone 208 with the ball can enter     the goal zone 204 without passing -   only one player can enter the goal zone 204 without the ball -   once a player receives the ball in the goal zone 204 only then can     multiple players enter -   there is no player limit as long as they are moving forward -   you may pass the ball backward to a forward moving player -   players can stop spin or pivot but no move backward -   offense of players can only make contact with the guard if they are     within 2 steps -   offensive players without ball may not enter the jump zone 202 -   guards may tackle any player at any time in the goal zone 204 -   players can alleyoop pass -   there is a 5 second play clock in the goal zone 204 once ball is     possessed by offense -   offenses may grab rebounds if the ball lands outside the jump zone     202 and doesn't touch the ground first -   players can only run backward in the goal zone 204 if they reenter     the play zone 208 before running back to the goal zone 204 -   if an offensive player passes a barrier line, they must enter the     goal zone 204 and if they overstep barrier multiple times without     entering the goal zone 204, they will be penalized -   offensive 3 second violation applies for barrier zone lingering -   defense may only play within in barrier line without being assessed     penalty -   if a player exceeds 3 seconds in the goal zone 204 without the ball,     they will be assessed a penalty -   if a player enters the goal zone 204 and retreats, they must run     back behind barrier line before reentry -   you may pass ball from the hit zone 210, your own play zone 208/or     goal zone 204 to the opposing teams goal zone 204 as long as one     offensive player is in the goal zone 204 at the time -   if the ball is passed from the hit zone 210, your own play zone 208     or your own goal zone 204 it may bounce once before a receiver gains     possession without loss of possession -   free spike attempts must start in the goal zone 204 -   no contact with a guard in the jump zone 202 from any player without     the ball -   any ball drop in the goal zone 204 or the jump zone 202 by offense     is change off possession

The goal zone 204 barrier is a dotted line 3 feet in front of the goal zone 204 that the offense must stay in front of before attempting to enter the goal zone 204 and must retreat behind when they are unsuccessful in breaching the goal zone 204. Only defense may stand in between this area. This line is to ensure offensive players cannot run in and out of the goal zone 204 undefended.

The jump zone 202 is an area 15′ diameter in some embodiments, where players can attack the hoop and score. All shot attempts must be in the jump zone 202 to count unless they are outside of the play zone 208.

-   players must be in the jump zone 202 to score -   guards cannot tackle players in the jump zone 202 -   guards can only jump straight up in the air to block or bump players -   guards cannot push airborne players -   no outward arm contact in the jump zone 202 -   airborne attackers cannot raise knees -   guards must start in the jump zone 202 for free spike attempts -   guards cannot raise knees while jumping -   guards must use shoulders only while bumping an airborne player -   guards cannot pull down or wrap up airborne player -   one offensive player is permitted at a time in the jump zone 202 -   players must make a shot attempt once they enter a jump zone 202 -   once both feet enter a jump zone 202 you cannot exit with ball -   if one foot enter you may remove foot remain standing still or pivot     and not be considered an eligible player -   players can move side to side/juke/spin/or make contact with guard     to score while in jump zone 202 as long as it is forward, pivoting     standing or lateral movement -   players may try fade away shot attempts in the jump zone 202 on     pivot foot -   a player must be in the jump zone 202 for a 6 pointer and can score     regular 2 pointers from anywhere else on the field

Free Spike

A free spike is assessed when a player is illegally interfered with during a scoring attempt or usually within the goal zone 204 or when multiple penalties are assessed to a team that slow the pace of the game intentionally (i.e. multiple holding calls consecutively). The free spike must start in the goal zone 204 and the guard must start and stay in the jump zone 202. The guard may not tackle during the free spike, only jump straight up with hands over head or shoulder check player with hands to the side and elbows below chest (jumping or standing stationary). During a free spike the offensive player will get a one on one unimpeded shot attempt with the guard in the goal zone 204 that will start at the top of the goal zone 204. If a spike is attempted outside the jump zone 202 a player must touch the rim for shot to count. Unsuccessful free spikes will result in dead ball and play will resume with the offense keeping the ball. Successful shot attempts will result in defense maintaining possession.

The Goal Zone Rush

The goal zone rush occurs only after a player has legally breached the goal zone 204 with ball in possession, all players may rush the goal zone 204 in order to score with a 5 second score clock. The play will be whistled dead if the ball touches ground for any reason.

Rules/Penalties 5 Second Violations (TEAM FOUL)

5 second violation penalties are assessed when the offense cannot convert a shot attempt in the goal zone 204 before 5 seconds is counted. If ball is shot and touches rim the shot clock will reset if the offense gains the rebound. Penalty result: play stoppage, loss of possession, the defense gains possession in their own play zone 208, the offense must return to the hit zone 210 before play continues.

30 Second Shot Clock Violation (TEAM FOUL)

A 30 second shot clock violation is assessed when a team fails to attempt a shot within 30 seconds of an offensive possession. If possession is lost and regained than the clock will restart. Penalty result: play stoppage, loss of possession, the defense gains possession in the opposing team's play zone 208 (starting on the hit zone 210 borderline).

Tripping (PERSONAL/TEAM FOUL)

Tripping penalties will be assessed when a player intentionally uses leg to tackle, impede, stagger or hurt another player during the game on either side of the ball. Penalty result: play stoppage, offense will start in opposing teams play zone 208 (starting on the hit zone 210 borderline), if the offense commits a penalty than the ball will be transferred to the defense in the opposing team's play zone 208 (starting on the hit zone 210 borderline). If a player is tripped with a clear path to the goal zone 204 or in the play zone 208 or goal zone 204 the player will be awarded a free spike. If multiple tripping penalties (2) per half occur than a free spike will be awarded on every penalty thereafter until halftime or until the game is finished. A player will be ejected if they commit 3 tripping penalties in one game.

Face Mask (PERSONAL/TEAM FOUL)

Face mask penalties will be assessed when a player intentionally or unintentionally grabs face mask of an opposing player with or without the ball. Penalty result: play stoppage, the ball is awarded on the play zone 208 of the team guilty of the offense (starting on the hit zone 210 borderline). If multiple face mask penalties (2) per half occur than a free spike will be awarded on every penalty thereafter until halftime or until the game is finished. A player will be ejected if they commit 3 face mask penalties in a single game.

Helmet to Helmet (PERSONAL FOUL)

Helmet to helmet penalties are assessed when a player leads hit attempt with helmet and collides head to head with player on offense/defense intentionally or non-intentionally. Penalty result: play stoppage, loss or gain of possession in team's play zone 208 (starting on the hit zone 210 borderline) depending on if the team is on offense or on defense. A 5 minute major penalty assessed to the guilty player for unintentional foul or a 10 minute major and ejection assessed to the guilty player for malicious intent. 5 and 10 minute penalties will be enforced until the entire duration of the penalty has been served regardless of scoring by either team before the team of the guilty player can send a full line out to play again. Two 5 minute penalties by the same player within the same game will result in an ejection and any other helmet to helmet action by any other player after an ejection will result in an ejection plus applicable penalty.

Grounding (TEAM FOUL)

Grounding infraction will be assessed when the guard gains possession in the goal zone 204 and kneels the ball dead after the last player to possess the ball is on offense and is not actually in the goal zone 204. Infraction result: play stoppage, the team maintains possession after the ball is moved into the play zone 208 of the opposing team (starting on the hit zone 210 borderline).

Holding/Interference (PERSONAL/TEAM FOUL)

Holding/interference penalties are assessed when a player is grabbed or held on either offense or defense for a prolonged period of time or impedes a players' mobility. Defense cannot hold an offensive player without the ball. Offense cannot hold a player on defense at any time. Penalty result: play stoppage, ball switches possession if offense is penalized, if the defense is penalized then the ball is placed on the play zone 208 of the defense (starting on the hit zone 210 borderline). A 2 minute penalty will be assessed to the player charged with an infraction. Any holding penalty thereafter is charged to the team during the half will result in a free spike attempt. Any holding penalty in the play zone 208 by the defense will result in a free spike.

Chopping (PERSONAL/TEAM FOUL)

Chopping is classified as blocking below waist and will be assessed to any player who attempts a tackle/hit on a player without the ball in their possession. All blocks must be above the waist. Penalty result: play stoppage, the ball switches possession if the offense commits the penalty. A 5 minute major penalty will be assessed to the player charged with an infraction. If the defense commits the penalty the ball will be placed on their own play zone 208 (starting on the hit zone 210 borderline). A 5 minute major penalties will be assessed to a player charged with an infraction of multiple chopping penalties charged to the same team and a player will be ejected if they receive multiple 5 minute major penalties. A free spike will be automatically awarded if two or more chopping penalties are called on the same team in the same game.

Horse Collar Tackles (PERSONAL/TEAM FOUL)

Horse Collar Tackles are not tolerated and are described as tackle attempts that involve grabbing a player by collar from behind and dragging them down. Penalty result: play stoppage, the ball is given to the opposing team on the offending team's play zone 208 (starting at the hit zone 210 borderline). A 5 minute major penalty will be assessed to the player charged with an infraction and an ejection will be given if a second horse collar penalty is called on the same player with a free spike awarded to the opposing team.

Retreating (TEAM FOUL)

Retreating penalty will be giving to a team that moves backward with the ball in the goal zone 204. Penalty result: play stoppage, the ball possession will be forfeited and awarded to the opposing team in their own play zone 208 to start play.

Hands Out (PERSONAL FOUL)

Hands out will be assessed to a guard when they use arms to push our pull down an airborne player attempting to score in the jump zone 202. Penalty result: play stoppage, the player affected will be awarded a free spike and the offense will retain possession. If a guard receives a penalty two or more times, they will be assessed a 5 minute major penalty and have to sit out for the entire duration of the major penalty.

Kneeing (TEAM FOUL)

Kneeing penalty will be assessed to an airborne player attempting to score while lifting knees above the waist. Penalty result: play stoppage, the offense will lose possession and the ball will be awarded to the defense on the opposite play zone 208 (starting at the hit zone 210 borderline). A 2 minute penalty will be assessed to the player that committed a foul, after a second or more penalties assessed to that same player, a free spike will be awarded to the opposing team.

Stunting (PERSONAL FOUL)

Stunting infraction is when a player passes barrier line multiple times and does not actually enter the goal zone 204. Penalty result: play stoppage, the offense forfeits possession and the defense retains possession in their own play zone 208 to start play.

Other Rules Out of Bounds (PERSONAL FOUL)

Out of bounds is when the team that last touches the ball before it leaves field of play forfeits possession to opposite team. Out of bounds is not a foul but results in a stoppage of play much like that of hockey.

Play Continuation (TEAM FOUL)

A play can continue when the offense maintains possession during a defensive penalty. Play will stop as soon defense gains possession and penalty will be issued.

Goaltending (PERSONAL FOUL)

Goaltending over the net is permitted but guard may not use hand underneath net to stop scoring attempts.

Game Start Possession (TEAM)

The away team will start the game with ball possession.

Tackling (TEAM)

Tackling must be made by attempting to wrap up ball carrier shoulder checks are permitted. No pile on tackling—players will be ejected if this does occur.

The foregoing descriptions of specific embodiments of the present invention have been presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention and method of use to the precise forms disclosed. Obviously, many modifications and variations are possible in light of the above teaching. The embodiments described were chosen and described in order to best explain the principles of the invention and its practical application, and to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated. It is understood that various omissions or substitutions of equivalents are contemplated as circumstance may suggest or render expedient but is intended to cover the application or implementation without departing from the spirit or scope of the claims of the present invention. 

I claim:
 1. A sporting apparatus comprising: a basket affixed to a backboard; a horizontal post affixed a bottom of said backboard below said basket; two vertical posts coupled to each bottom end of said horizontal post; and a chain link fence coupled between said vertical posts and said horizontal post.
 2. The sporting apparatus of claim 1, comprising a basket affixed to a backboard, a horizontal post affixed a bottom of said backboard below said basket, two vertical posts coupled to each bottom end of said horizontal post and a chain link fence coupled between said vertical posts and said horizontal post.
 3. The sporting apparatus of claim 2, wherein said horizontal post is padded.
 4. The sporting apparatus of claim 2, wherein said vertical post is padded.
 5. A method of playing a contact sports game using the sporting apparatus from claim 1, comprising: positioning two opposing teams composed of a plurality players on a playing field consisting of a plurality of distinct zones and said sporting apparatus; providing a sporting ball; and providing a rule set for detailing legal operations of one or more players, illegal operations of one or more players, a scoring guideline, a penalty guideline and a game play guideline.
 6. The method of playing a contact sports game of claim 5, wherein said players wear protective equipment.
 7. The method of playing a contact sports game of claim 5, wherein a dunk is referred to as a spike.
 8. The method of playing a contact sports game of claim 5, wherein 6 players are on the field for each team.
 9. The method of playing a contact sports game of claim 5, wherein said teams are composed of one or more from a group comprising of center, wingers, defenders and a guard.
 10. The method of playing a contact sports game of claim 5, wherein the ball can be rolled, passed forward/backward and laterally or ran with to progress the ball down field.
 11. The method of playing a contact sports game of claim 5, wherein said plurality of distinct zones comprises one or more contact and one or more non-contact zones.
 12. The method of playing a contact sports game of claim 5, wherein said contact zones allow one or more players to initiate contact one or more opposing players depending on said one or more players' position.
 13. The method of playing a contact sports game of claim 5, wherein said contact zones allow one or more players to initiate contact with one or more opposing players depending on possession of said sporting ball.
 14. The method of playing a contact sports game of claim 5, wherein said players can only score points by a spike or throwing ball through the apparatus from claim
 1. 15. The method of playing a contact sport game of claim 5, indoor or outdoor on a turf or grass field comprising of apparatus from claim 1, and distinct zones and rules.
 16. The method of playing a contact sport game of claim 5, wherein a guard is designated to prevent the opposing team from scoring on the apparatus from claim
 1. 17. The method of playing a contact sports game of claim 5, wherein said contact involves tackling, body checking or pushing. 